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This section is for development news, research, bug fixes, progress, changes and information in regards to PSIO directly posted from Cybdyn Systems. Do not post any questions here relating to your order as they will be deleted. Instead, please go back and create a new post in the "Help and Support" forum. Thanks.

the new firmware causes random system hang, freeze at SCE screen or PS logo screen, or goes to memory card screen when start, normally happens after press the reset button, early version without this issue, system is 7502 PAL

Ah okay, yes, it does the same for me sometimes too on my 7502. I've since adjusted the timing again and this has fixed it. Thanks for letting me know. I'll try to release the new update on Monday because we're now working on adding full ATV volume support (means the real-time volume adjustments in games will function correctly)

thanks matt, will wait for the new release, appreciate your hard working. i did more test and found the V2.2.5 also fix "Dance Dance Revolution USA version", which doesn't work before, but Japanese version still freeze during game, also cd dump of Australia Version NFS High Stakes Holden HSV, it freezes at loading screen, if could also open a compatiblity issue for it.

Was LibCrypt only used on PAL games as I've not run into any issues, nor have I ever had to patch a game to play? Also, these past couple updates have fixed some very minor issues in games like FF8's minor hitching when fighting Ultimecia or using quake magic. Awesome. They weren't big issues so I never bitched about them prior.

Also- what will the new ATV registers do once they are completed? What are the jobs of those is what I guess I'm asking? Thanks guys as always

I think some NTSC games used LibCrypt too. The new ATV register logic will support volume controlability. So for example, the volume sliders in games will work properly, and full fade-out effects will work.

The new ATV register logic will support volume controlability. So for example, the volume sliders in games will work properly, and full fade-out effects will work.

Does this refer to the audio sampling sounding harsh in Castlevania Symphony of the Night? I recall that using the "nearest neighbor" re-sampling and you guys mentioning on JIRA that the XA decoding needs to be moved from the ARM to the FPGA. Or are these two totally different issues? That's it for my tedious questions, sorry.

The XA quality can be fixed in the ARM, but we need to think of a better decoding algorithm. Otherwise, yes it can be moved to the FPGA. It's a bit of work, but we'll get it done. This will then fix the quality problem in 'Castlevania Symphony of the Night'

Ah, I love 'Overboard!'. Great multitap game. Yes the new ATV volume adjustments will fix that, as well as cross fading and fading out of the XA/CDDA channels. So for example, in 'Bust a Groove' when you actually pause a song, it should fade out, but instead it keeps playing and then mutes once it reaches 0 because at the moment we only check for 0 or 1. If it's 1, we set it full volume (0x7FF). Otherwise, 0 to mute it. This fixed 'Resident Evil' and the sound not muting in the games menu, but now we'll implement it properly

Apart from the software side the hardware is moving forward. By that, the injection moulding stage is ready to go and we'll be running a test batch soon to only, and I repeat, ONLY the people who are first in the waiting list in the websites database. It's a first time production run, so we want to get the new assembly process right before opening fully to the public, so please don't email me asking to pre-order yet. When we've officially launched, it'll be on the website and if you've registered your email address on the website (so you're in the database) you'll be notified when we're ready.

The XA quality can be fixed in the ARM, but we need to think of a better decoding algorithm. Otherwise, yes it can be moved to the FPGA. It's a bit of work, but we'll get it done. This will then fix the quality problem in 'Castlevania Symphony of the Night'

Ah, I love 'Overboard!'. Great multitap game. Yes the new ATV volume adjustments will fix that, as well as cross fading and fading out of the XA/CDDA channels. So for example, in 'Bust a Groove' when you actually pause a song, it should fade out, but instead it keeps playing and then mutes once it reaches 0 because at the moment we only check for 0 or 1. If it's 1, we set it full volume (0x7FF). Otherwise, 0 to mute it. This fixed 'Resident Evil' and the sound not muting in the games menu, but now we'll implement it properly

Apart from the software side the hardware is moving forward. By that, the injection moulding stage is ready to go and we'll be running a test batch soon to only, and I repeat, ONLY the people who are first in the waiting list in the websites database. It's a first time production run, so we want to get the new assembly process right before opening fully to the public, so please don't email me asking to pre-order yet. When we've officially launched, it'll be on the website and if you've registered your email address on the website (so you're in the database) you'll be notified when we're ready.

Don't forget the disc swap with the opening and closing of the actual lid (I understand this is a minimal issue, just razzing you )

The problem is that requires a hardware mod which we are trying to avoid. It's easier to just remove and insert the SD Card which is basically the same thing. You're still opening and closing something, but instead it's the CD-ROM door/lid, and most PSX titles aren't MULTI-DISC anyway, so it's a very minimal feature which will rarely get used.

Forget my deleted post, i thought i got an email for a game being fixed that did not happen yet.

i am started testing the latest updates last night and so far everything is working fantastic, if anything that has been fixed has any issues i will file reports and update the testing thread. I am at 8 hours into testing.(not all at once)